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This Article is in accordance with the '''version 0.92''' of [https://runarcana.org Runarcana RPG]
This Article is in accordance with the '''version 0.92''' of [https://runarcana.org Runarcana RPG]
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[[Categoria:0.92]]
[[Categoria:0.92]]
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One of the most anticipated moments for most players at any RPG table is combat. It is the moment when strategies thought for more than a week emerge, where new powers and skills are put into practice and tested in the best possible way: at risk of life!
One of the most anticipated moments for most players at any RPG table is combat. It is the moment when strategies thought for more than a week emerge, where new powers and skills are put into practice and tested in the best possible way: at risk of life!
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== Creature Size ==
== Creature Size ==
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{| class="wikitable" style="background-color:#F8F9FA; margin: auto auto 10px 10px; float: right;"
|- style="font-weight:bold; text-align:center;"
! colspan="2" | Categorias de Tamanho
|- style="font-weight:bold;"
| Tamanho
| Espaço
|- style="vertical-align:middle; background-color:#d9d2e9;"
| Miúdo
| 2,5 pés por 2,5 pés
|- style="vertical-align:middle;"
| Pequeno
| 5 pés por 5 pés
|- style="vertical-align:middle; background-color:#d9d2e9;"
| Médio
| 5 pés por 5 pés
|- style="vertical-align:middle;"
| Grande
| 10 pés por 10 pés
|- style="vertical-align:middle; background-color:#d9d2e9;"
| Enorme
| 15 pés por 15 pés
|- style="vertical-align:middle;"
| Imenso
| 20 pés por 20 pés ou maior
|}
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Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
{| class="wikitable"
| colspan="2" |'''Size Categories'''
|-
|'''Size'''
|'''Space'''
|-
|Tiny
|2,5 feet per 2,5 feet
|-
|Small
|5 feet per 5 feet
|-
|Medium
|5 feet per 5 feet
|-
|Large
|10 feet per 10 feet
|-
|Huge
|15 feet per 15 feet
|-
|Gargantuan
|20 feet per 20 feet or larger
|}


=== Space ===
=== Space ===
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A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a certain space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a certain space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.
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=== Ajuste de Tamanho ===
{| class="wikitable" style="background-color:#F8F9FA; margin: auto auto 10px 10px; float: right;"
|- style="font-weight:bold; background-color:#B4A7D6;"
! colspan="5" | Ajuste de Tamanho
|- style="font-weight:bold;"
| Tamanho
| CA
| Esconder
| RD
| Arma
|- style="background-color:#B4A7D6;"
| Miúdo
| +2
| +4
| 0
| -2
|-
| Pequeno
| +1
| +2
| 0
| -1
|- style="background-color:#B4A7D6;"
| Médio
|  0
| 0
|  0
|  0
|-
| Grande
| -1
| -1
| 1
| +1
|- style="background-color:#B4A7D6;"
| Enorme
| -2
| -2
| 2
| +2
|-
| Imenso
| -4
| -4
| 4
| +4
|}
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Criaturas de tamanho diferente recebem ajustes em relação às criaturas médias. Por padrão, todas as estatísticas dadas em Runarcana são para criaturas de tamanho Médio. Uma criatura de tamanho diferente possui vantagens e desvantagens por ser de um tamanho diferente de Médio.
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Esses valores são aplicados depois de todas as estatísticas padrão da criatura em questão.
* '''CA'''. Esse valor de CA é aplicado à CA final da criatura.
* '''Esconder'''. Esse é o bônus aplicado a testes de Furtividade para se esconder ou evitar fazer barulho.
* '''RD'''. Criaturas maiores possuem pele ou couro grosso, esse valor de RD é subtraído de qualquer dano recebido exceto dano verdadeiro.
* '''Arma'''. Esse valor é aplicado à escala de dano de armas feitas para essas criaturas.
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= Actions in Combat =
= Actions in Combat =
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== Help ==
== Help ==


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You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
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Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
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== Attack ==
== Attack ==
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Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
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== Desarmar ==
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A ação de desarmar pode parecer tentadora inicialmente, mas é algo extremamente arriscado para aqueles sem o treinamento adequado para tentar executá-la.
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===Desarme Corpo a Corpo===
Para desarmar um alvo em um combate com armas corpo a corpo o atacante precisa utilizar uma ação de ataque contra a arma de um alvo, essa ação apenas funciona se a arma do atacante puder ser desarmada (armas naturais ou integradas não permitem essa ação).
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O atacante faz uma jogada de ataque com desvantagem direcionada à arma de um alvo, o alvo faz uma rolagem de Atletismo ou Acrobacia (o que for mais alto) com vantagem para se defender. Em caso de sucesso do atacante, o ataque não causa dano e a arma é derrubada. Em caso de sucesso da defesa, o ataque não tem efeito e o próximo ataque do alvo defensor contra o atacante é feito com vantagem.
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===Desarme à Distância===
Para desarmar um alvo com um ataque à distância, o atacante deve usar uma ação de ataque e fazer uma jogada de ataque com desvantagem contra a arma do alvo. O alvo faz uma jogada de Atletismo ou Acrobacia (o que for mais alto) com vantagem para se defender. Em caso de sucesso do atacante, o ataque não causa dano e a arma é derrubada. Em caso de sucesso da defesa, o ataque não tem efeito.
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===Modificadores===
A ação de desarme possui alguns fatores que modificam a jogada de ataque ou de defesa, com mais de uma delas podendo ser aplicada em uma única ação. A resolução de somatória de vantagens e desvantagens é feita antes da jogada, com uma vantagem sempre sendo anulada ao receber uma desvantagem. Em casos onde exista mais de um fator final de desvantagem, para cada fator adicional, o atacante ou o alvo faz a jogada com -5 em sua rolagem. Em casos onde exista mais de um fator final de vantagem, para cada fator adicional, o alvo ou o defensor faz a jogada com +5 em sua rolagem. Alguns dos modificadores:
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* O atacante tem desvantagem na jogada se o alvo estiver segurando a arma com duas ou mais mãos.
* O alvo tem vantagem na jogada se for de um tamanho maior que o atacante.
* O atacante tem vantagem na jogada se for de um tamanho maior que o alvo.
* O atacante tem vantagem se o ataque for feito com surpresa ou de forma furtiva.
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== Disengage ==
== Disengage ==
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You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.
You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.


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=== Two-Weapon Fighting ===
=== Two-Weapon Fighting ===
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When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack unless that modifier is negative.
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack unless that modifier is negative.
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If either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.
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Se a arma tiver a propriedade de ser arremessada, você pode lançá-la em vez de fazer um ataque corpo a corpo com ela.
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==== Additional Limbs ====
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Algumas características de classe, Heranças e Aprimoramentos concedem graus em Combate com Duas Armas, a cada grau você obtém determinadas vantagens ao utilizar essa forma de combate. Toda criatura possui inicialmente grau 0 em combate com duas armas.
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Some creatures and Origins may have more than two upper limbs, when this
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happens, it is necessary to define which half of these members will be dominant members.
Tentar combater com duas armas, sem que as duas sejam leves e sem possuir qualquer nível em Combate com Duas Armas, causa penalidade de -5 em cada ataque.
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To fight with more than two weapons, it is necessary to have additional
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members. With this, the creature can use its bonus action to attack with all of its secondary weapons, however, for each additional weapon possessed beyond the 2nd, all attack rolls receive -2 in attacks made with this bonus action.
If either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.
 
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When acquiring the Ambidextrous Enhancement, for every 2 weapons the creature is wielding, the penalty for its attacks becomes -1 for each attack beyond the second, it additionally receives +1 AC (this bonus is not added to the Enhancement). This Enhancement can be acquired more than once, receiving the bonus as follows:
 
* 1st Ambidextrous: -1 for each attack after the second and +1 AC.
* 2nd Ambidextrous: -1 for each attack after the second and +2 AC.
* 3rd Ambidextrous: -1 for each attack after the second and +3 AC.
* 4th Ambidextrous: -1 for each attack after the second and +4 AC.
 
'''Additional Shields'''. In some cases, it is possible for a creature to choose to use more than one shield, benefiting its defense with additional members. In such cases, she may benefit from the AC bonus of these shields. However, if one of these shields is a heavy or turret shield, she will not be able to make any attacks or use another shield using her members who are on the same side as these shields. In addition, your attacks will have a disadvantage and a -3 penalty for each additional shield in addition to the 1st.
 
Additional Two Hand Weapons. In addition to using melee weapons, it is possible for a creature with multiple limbs to use more than one two-handed weapon. In such cases, when making an attack with one of two hands, for every two members in addition to the first two she has, she can use her bonus action to perform an additional attack with each of her two-handed weapons for each weapon. additional two hands you have in addition to the 1st, you have -2 to all attack rolls for your attacks made with this bonus action.


=== Grappling ===
=== Grappling ===
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The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make an Athletics check contested by the target’s Athletics or Acrobatics check (the target chooses the ability to use). The check will be succeeded if the target is Incapacitated. If you win the contest, you either knock the target prone or push it 5 feet away from you.
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make an Athletics check contested by the target’s Athletics or Acrobatics check (the target chooses the ability to use). The check will be succeeded if the target is Incapacitated. If you win the contest, you either knock the target prone or push it 5 feet away from you.
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{| class="wikitable" style="text-align:center; margin: auto auto 20px 20px; float:right; background-color:#F8F9FA;"
|- style="font-weight:bold; background-color:#B4A7D6;"
! colspan="5" | Ajuste de Tamanho
|- style="font-weight:bold;"
| Tamanho
| CA
| Esconder
| RD
| Arma
|- style="background-color:#B4A7D6;"
| Miúdo
| +2
| +4
| 0
| -2
|-
| Pequeno
| +1
| +2
| 0
| -1
|- style="background-color:#B4A7D6;"
| Médio
| 0
| 0
| 0
| 0
|-
| Grande
| -1
| -1
| 1
| +1
|- style="background-color:#B4A7D6;"
| Enorme
| -2
| -2
| 2
| +2
|-
| Imenso
| -4
| -4
| 4
| +4
|}
== Ajuste de Tamanho ==
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Criaturas de tamanho diferente recebem ajustes em relação às criaturas médias. Por padrão, todas as estatísticas dadas em Runarcana são para criaturas de tamanho Médio. Uma criatura de tamanho diferente possui vantagens e desvantagens por ser de um tamanho diferente de Médio.
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Esses valores são aplicados depois de todas as estatísticas padrão da criatura em questão.
*'''CA'''. Esse valor de CA é aplicado à CA final da criatura.
*'''Esconder'''. Esse é o bônus aplicado a testes de Furtividade para se esconder ou evitar fazer barulho
*'''RD'''. Criaturas maiores possuem pele ou couro grosso, esse valor de RD é subtraído de qualquer dano recebido exceto dano verdadeiro
*'''Arma'''. Esse valor é aplicado à escala de dano de armas feitas para essas criaturas
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= Cover =
= Cover =
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capable of causing radiant damage, burning corrupted flesh, and
capable of causing radiant damage, burning corrupted flesh, and
destroying those corrupted by the shadows.
destroying those corrupted by the shadows.
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'''Sombrio'''. O dano sombrio é o dano causado pelo enfraquecimento das ligações da matéria, de forma similar ao dano disruptivo, mas sem a potência obliteradora do mesmo.
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'''Thunder'''. Sound vibrations at an extremely high frequency are capable of causing damage to a creature's body structure.
'''Thunder'''. Sound vibrations at an extremely high frequency are capable of causing damage to a creature's body structure.
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'''Lunar'''. One of the magical variations of radiant damage, lunar damage comes from moonlight, capable of inflicting a great deal of damage on unstoppable voidborn.
'''Lunar'''. One of the magical variations of radiant damage, lunar damage comes from moonlight, capable of inflicting a great deal of damage on unstoppable voidborn.


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'''Solar'''. One of the magical variations of radiant damage, solar damage, when compared to the other radiant variations, is much more common to be found, this damage has much more effect on undead.
'''Solar'''. One of the magical variations of radiant damage, solar damage, when compared to the other radiant variations, is much more common to be found, this damage has much more effect on undead.
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'''Vibrational'''. The magical variation of thunder damage, vibrational damage amplifies the very frequencies of a physical body or not and can easily reach incorporeal creatures.
'''Vibrational'''. The magical variation of thunder damage, vibrational damage amplifies the very frequencies of a physical body or not and can easily reach incorporeal creatures.
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'''Necrotic'''. Necrotic damage, capable of reaching an individual's own soul, unprepared creatures rarely manage to resist this deadly touch.
'''Necrotic'''. Necrotic damage, capable of reaching an individual's own soul, unprepared creatures rarely manage to resist this deadly touch.


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'''Psychic'''. A direct attack on your thoughts, psychic damage is something that only those with their most empowered minds are able to resist.
'''Psychic'''. A direct attack on your thoughts, psychic damage is something that only those with their most empowered minds are able to resist.
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'''Shadow'''. A concept that few had the chance to understand without
'''Shadow'''. A concept that few had the chance to understand without
causing their own destruction, the void damage comes from
causing their own destruction, the void damage comes from
extremely volatile energy, capable of easily disintegrating anything.
extremely volatile energy, capable of easily disintegrating anything.
 
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=== True Damages ===


'''Disruptive'''. One of the magical variations of force damage, disruptive damage is something that is not from this realm, it comes from a place that wants to consume everything and everyone.
'''Disruptive'''. One of the magical variations of force damage, disruptive damage is something that is not from this realm, it comes from a place that wants to consume everything and everyone.
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'''Gravitational'''. One of the magical variations of bludgeoning damage, gravitational damage is extremely rare, only found through extremely powerful creatures and beings capable of casting Celestial magic.
'''Gravitational'''. One of the magical variations of bludgeoning damage, gravitational damage is extremely rare, only found through extremely powerful creatures and beings capable of casting Celestial magic.


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'''Cronal'''. One of the magical variations of force damage, cronal damage is almost impossible to be found unnaturally, cronal damage is something that everyone receives daily in their lives, it is responsible for the aging of a being, and when used by a caster, he is able to partially change the age of a living being or not.
'''Cronal'''. One of the magical variations of force damage, cronal damage is almost impossible to be found unnaturally, cronal damage is something that everyone receives daily in their lives, it is responsible for the aging of a being, and when used by a caster, he is able to partially change the age of a living being or not.
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== Absorption, Immunity, Resistance, and Vulnerability ==
== Absorption, Immunity, Resistance, and Vulnerability ==
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For example, a creature with resistance to incinerating damage and vulnerability to cold damage will take half damage when taking fire or incinerating damage and take double damage when taking cold damage.
For example, a creature with resistance to incinerating damage and vulnerability to cold damage will take half damage when taking fire or incinerating damage and take double damage when taking cold damage.


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Besides that, there is also Immunity and Damage Absorption. When a creature has immunity to a certain damage type, it won't take any damage of that type, while if it has Absorption, instead of denying or taking only half damage, it will recover half the amount of damage taken from that specific damage type as hit points.
Besides that, there is also Immunity and Damage Absorption. When a creature has immunity to a certain damage type, it won't take any damage of that type, while if it has Absorption, instead of denying or taking only half damage, it will recover half the amount of damage taken from that specific damage type as hit points.
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Simple and magic damage also influence this rule, if a creature has immunity or absorption to simple damage, it does not mean that it will have immunity or absorption to magic damage, however, if the creature has immunity or absorption to a magical variation, it will also have that immunity or absorption for simple damage.
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Absorção possui algumas limitações para as maneiras que ela pode recuperar pontos de vida:
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Simple and magic damage also influence this rule, if a creature has immunity or absorption to simple damage, it does not mean that it will have immunity or absorption to magic damage, however, if the creature has immunity or absorption to a magical variation, it will also have that immunity or absorption for simple damage.
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For example, a creature with immunity to incinerating damage, will take no damage when taking fire or incinerating damage, the same goes for absorption.
For example, a creature with immunity to incinerating damage, will take no damage when taking fire or incinerating damage, the same goes for absorption.
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Some factors like spells, abilities, curses, and other things can increase or decrease a creature's resistance scale. The resistance scale goes in the following order: vulnerability, normal damage, resistance, immunity, and absorption.
Some factors like spells, abilities, curses, and other things can increase or decrease a creature's resistance scale. The resistance scale goes in the following order: vulnerability, normal damage, resistance, immunity, and absorption.
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No creature or object has true damage resistance, immunity, or absorption.
No creature or object has true damage resistance, immunity, or absorption.
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=== Escala de Resistência ===
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{| class="wikitable" style="background-color:#F8F9FA; margin: auto auto 10px 10px; float: right;"
|- style="font-weight:bold; text-align:center;"
! colspan="2" style="background-color:#d9d2e9;" | Escala de Resistência
|- style="font-weight:bold;"
| Valor
| Escala
|- style="background-color:#d9d2e9;"
| -2
| Vulnerabilidade
|-
| -1
| Fraqueza
|- style="background-color:#d9d2e9;"
| 0
| Normal
|-
| +1
| Resistência
|- style="background-color:#d9d2e9;"
| +2
| Imunidade
|-
| +3
| Absorção
|}
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'''''Vulnerabilidade'''''. O dano recebido é dobrado.
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'''''Fraqueza.''''' Ao receber dano do tipo especificado, o alvo deve fazer uma salvaguarda de Constituição cuja CD é 10 ou metade do dano recebido, o que for maior, caso falhe recebe desvantagem em todas as suas jogadas de ataque e testes de atributo por um número de rodadas igual a 10 - (metade do modificador de Constituição + bônus de proficiência). Caso o dano seja contínuo, como por exemplo da condição Chamuscado, essa duração se reinicia para cada turno em que o dano é recebido.
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'''''Normal'''''. Não existe qualquer interação especial com o dano
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'''''Resistência'''''. O dano é reduzido pela metade.
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'''''Imunidade'''''. O dano é ignorado
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'''''Absorção'''''. Caso preenchas as condições descritas acima, metade do dano causado é recuperado pelo alvo como pontos de vida.
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=== Venenos ===
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A interação das resistências com venenos funciona de forma diferente aos outros tipos de dano:
* '''Resistência a Envenenamento''': Quando a fórmula venenosa é de um nível igual ou menor ao seu bônus de proficiência, você faz a jogada de salvaguarda com vantagem. Caso já tenha vantagem, adicione +1 à rolagem.
* '''Imunidade a Envenenamento''': Você é imune a fórmulas venenosas de nível igual ou menor o seu bônus de proficiência.
* '''Resistência a dano venenoso'''. Concede seu bônus de proficiência à salvaguarda de fórmulas venenosas
Imunidade a dano venenoso. Concede o dobro de seu bônus de proficiência à salvaguarda de fórmulas venenosas.
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== Healing ==
== Healing ==
Linha 618: Linha 872:
When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.


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A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
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Creatures and objects that are fully immersed in water have resistance to fire damage.
Creatures and objects that are fully immersed in water have resistance to fire damage.
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